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#31
Colonial Space Map Discussion / Re: Custom Map #11666: 298-Cre...
Last post by Silent - January 08, 2026, 08:49:08 PM
I don't get it, I understand one of the flying spores is friendly, but the enemy ones are stronger, even if I play disable/enable on the beams, what is the point? How do I attack or gain ground? What do I do in this map???
#32
Colonial Space Map Discussion / Re: Custom Map #11666: 298-Cre...
Last post by Johnny Haywire - January 08, 2026, 06:49:15 PM
Why is it that all the "inspired by Johnny Haywire" maps have a really low rating? =D

Honestly, this one could be much worse. I would've only included 1 collector, 1 terp, 1 guppy and a forge. And no pick-ups, obviously.

Really enjoyed this one, mate! Once I got everything going just like it should I let it run for a while, building up the totems strong enough to just come back to it every 5 minutes or so. What I enjoyed most was not attacking at all but just letting the creeper kill itself. That was cool.

No complaints about leaving the inhi... yanno, that thing - out of this map. It would've made it far too easy and too fast. As it is, I only used the items above to win, just as an added challenge.

As soon as I saw your name by a map I started loading it! =D

Thanks for the map!! =)
#33
Colonial Space Map Discussion / Custom Map #11666: 298-Creeper...
Last post by AutoPost - January 08, 2026, 01:07:17 PM
This topic is for discussion of map #11666: 298-Creeperfall


Author: Rennervate / AlexX
Size: 255x255

Desc:
Inspired by Johnny Haywire... Bugs are friendly. The little flowers in the middle will grow quickly. any questions - forum
#34
Suggestions / 'partial sourcecode' or Unity ...
Last post by Jaycephus - January 07, 2026, 05:54:05 PM
What about having an offering on the Unity store?
Specifically, aspects of CW 3 or 4 released as tools for programmers.
Not the whole game's source, but rather something like the terrain-handling and creation tool.
(Anything like the creeper-handling itself might be core IP, very specific to CW, so I can understand not releasing that, though it seems that KC doesn't go back to reuse the code of an old game in a major way.)

So it might be a way to get more income out of the old games by selling parts like the terrain handling, or CW 3 scripting, used in those games.

I was always impressed by the different terrain systems of CW3 and CW4.
#35
Colonial Space Map Discussion / Re: Custom Map #11656: strange...
Last post by Cesser - January 07, 2026, 01:42:07 PM
Yes! I finally saw it yesterday after I posted the question. Thanks for replying. I think this was an original and fun map.
#36
Colonial Space Map Discussion / Re: Custom Map #11636: Implode...
Last post by Johnny Haywire - January 07, 2026, 01:01:36 AM
Quote from: Tamohl on December 22, 2025, 07:11:19 PMQuite the edit!

Thanks for having fun with my map. Finally figured out the craziness of this map.

Hard and long, but interesting!

 
Quote from: rennervate on January 06, 2026, 06:43:22 AMDefinitely 11/10... :-)
because of the originality. Great map. Thank you so much for making it. It's taking a while...

Wow guys, thanks for that! I don't do many maps but occasionally I see one I could make "worse". Glad you both enjoyed it more than you hated it! =D
#37
Farsite Colonies / Custom Map #5942: Cat Walk. B...
Last post by AutoPost - January 06, 2026, 11:20:36 PM
This topic is for discussion of map #5942: Cat Walk


Author: ShadowCrows
Size: 192x120
DISCUSS ON DISCORD
#38
Colonial Space Map Discussion / Re: Custom Map #11656: strange...
Last post by Lore - January 06, 2026, 09:17:31 PM
Quote from: Cesser on January 06, 2026, 04:41:21 PMVery nice map, but please somebody explain how to power the nullifier next to the inhibitor. Thanks!

There is a guppy in the lower right that you can use
#39
Colonial Space Map Discussion / Re: Custom Map #11656: strange...
Last post by Cesser - January 06, 2026, 04:41:21 PM
Very nice map, but please somebody explain how to power the nullifier next to the inhibitor. Thanks!
#40
Colonial Space Map Discussion / Re: Custom Map #5491: Ridle. ...
Last post by toolforger - January 06, 2026, 07:49:39 AM
Pretty tricky start, but straightforward afterwards.

Getting the tech:
Spoiler
Just land a CN nearby. Some of the caches already have the necessary collector/relay.
You can land on creeper. The CN will survive for a while.
[close]

Landfall:
Spoiler
Put the nullifier on the island, power it via guppy from creeper-infested land. The guppy will survive for a while, you can choose if you let it return and heal before it dies, or let it die and rebuild.
You'll need to land two cannons for actual landfall.
[close]

Energy shortage:
Spoiler
You can afford three, maybe four cannons. There are three stacked terps on the small island, you can power them from the right and create flat space for a CN to land, build collectors and two guppies to help power the actual front. This will allow five cannons, barely.
[close]

Reaching the second emitter:

Spoiler
Five cannons are barely not enough for the final push, but a shield will help just enough.
[close]

I didn't use the mortar tech, just clearing out the creeper with Berthas and the cannons proved to be easy enough.